Profile Spike on Application.WaitForAsyncOperationToComplete

Hi Friends.

In my game after scene load we find game and start animation have some glitch. after long reveiew of assets and profiler, I have found few method are taking too much resource at application level, even in editor mode the methods are “Application.WaitForAsyncOperationToComplete”, “Application.LoadLevelAsync Integrate”, “Application.Integrate Assets in Background” these all methods are show under “Loading.UpdatePreloing” in Profiler, I also note down, it’s take 0.8MB recosure in GC Allocation, four method and each one takes 0.8MB, and “Loading.ReadObject” and “Loading.LoadFileHeades”, these are mostly show under “Camera.Render=>Drwaing=>Render.TranparantGeometry” hierarchy in profiler.

I just conufsed and unware how to control it.

[32296-screen+shot+2014-09-11+at+10.24.20+am.png|32296]

WaitForAsyncOperationToComplete Will spike for the duration it has to wait for the asynchronous level load operation to complete. So the real bottle neck is what it is waiting for. Also any memory used by the load operation should be GC’d when it is done. 0.8mb is cumulative and not for each of the calls listed. It is the total of allocations for its children. Are you noticing these glitches when previewing in the editor or when running the player? If it is the latter and certain resources are being assigned at runtime via script make sure you don’t have optimise unused assets enabled. Also what platform are you targeting?

I also meet this problem? have you solve it ?